[Mod] Technic [0.4.16-dev] [technic]

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Technic [0.4.11] [technic]

by VanessaE » Sat Oct 03, 2015 12:55

Clearly you're trying to shortcut the process of using this mod. Others have had no issues at all using it. Your battery box has no network because you aren't using a switching station and the proper cabling. The basic configuration of a network is:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
[power source] [Battbox] [switching station]
      ||           ||             ||
      =========================================== --> load

...where "power source" is something like solar arrays, fuel-fired generators, wind turbines, etc., "load" is the thing drawing the power, and the "======" are the power cables of the appropriate type.

A nuclear reactor will serve as a HV power source assuming you built it correctly - i.e. with the right layers of water, stainless steel, blast-resistant concrete, and optionally regular concrete, and that you have filled it with nuclear fuel rods, and connected it to a proper HV power network similar to the above.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

Ivà
Member
 
Posts: 115
Joined: Sun Feb 22, 2015 07:11
GitHub: melzua
IRC: melzua
In-game: melzua

Re: [Mod] Technic [0.4.11] [technic]

by Ivà » Sat Oct 03, 2015 13:31

@alvinomaster, the mod is ok. I recommend you to join a server where this mod is enabled and ask other players or look some examples of how they builds technic stuff.
 

User avatar
maikerumine
Member
 
Posts: 946
Joined: Mon Aug 04, 2014 14:27
GitHub: maikerumine
In-game: maikerumine

Re: [Mod] Technic [0.4.11] [technic]

by maikerumine » Sun Oct 04, 2015 14:20

HI! great mod!!

I have noticed some bugs and naming errors:

In the water_mill lua 83,96 the line reads: technic_run, it should be: technic_run = run,

Also,
Lv grinder is just named techncs:grinder, it needs the lv part....
the craft for the lv grinder should be:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_alias("grinder", "technic:lv_grinder")
minetest.register_craft({
   output = 'technic:lv_grinder',
   recipe = {
      {'default:desert_stone', 'default:diamond',        'default:desert_stone'},
      {'default:desert_stone', 'technic:machine_casing', 'default:desert_stone'},
      {'technic:granite',      'technic:lv_cable0',      'technic:granite'},
   }
})

technic.register_grinder({tier="LV", demand={200}, speed=1})
 

DoyleChris
Member
 
Posts: 176
Joined: Sat Jul 25, 2015 19:54
In-game: DoyleChris

Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Mon Oct 12, 2015 13:27

Is it possible to move a rector after its built.
I would like to move it in the y+ direction.
Can i take the fuel out, dissconnect network and dissasamble and move then reassamble.
 

Dartmouth
Member
 
Posts: 121
Joined: Sat Dec 06, 2014 14:39
IRC: pilino1234

Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Mon Oct 12, 2015 13:52

That should work, I'd start by removing the fuel and waiting for the reactor to stop before continuing to disassemble it, to avoid a meltdown
 

Jesseman1
Member
 
Posts: 49
Joined: Fri Dec 12, 2014 21:32
In-game: Jesseman1 or Plant_Operator

Re: [Mod] Technic [0.4.11] [technic]

by Jesseman1 » Tue Oct 13, 2015 02:59

Hi, I'm trying to build an automated centrifuge system to create uranium fuel rods using a working layout depicted earlier in this thread, but I keep having output problems(Every centrifuge has a control logic unit). At first, I set up the centrifuges on the same level, side-by-side, exactly like in the layout, but despite each one being hooked up to a sorting tube(also exactly like in the layout), the output would constantly end up being placed directly in the adjacent centrifuges without being sorted. This required me to manually sort them, which takes a rediculously long time. To solve the issue, I set the centrifuges to be at alternating levels, but now the output isn't going anywhere. Does anyone know how to fix this?
 

Dartmouth
Member
 
Posts: 121
Joined: Sat Dec 06, 2014 14:39
IRC: pilino1234

Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Tue Oct 13, 2015 11:17

The centrifuges need to be oriented in a special direction for the output to actually work, although I don't know why this is or how it works... I uploaded a small singlenode map that has a full enrichment system on it a few pages back in the thread, you could have a look at that.
 

DoyleChris
Member
 
Posts: 176
Joined: Sat Jul 25, 2015 19:54
In-game: DoyleChris

Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Tue Oct 13, 2015 13:11

Tonight i can explain which direction they need to be to work.
 

Dartmouth
Member
 
Posts: 121
Joined: Sat Dec 06, 2014 14:39
IRC: pilino1234

Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Tue Oct 13, 2015 15:00

DoyleChris wrote:Tonight i can explain which direction they need to be to work.

That would interest me a lot. I've just been working my way there by trial and error, but somehow I haven't found a pattern yet...
 

DoyleChris
Member
 
Posts: 176
Joined: Sat Jul 25, 2015 19:54
In-game: DoyleChris

Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Tue Oct 13, 2015 15:37

I was in the same boat.
Question i got is do you have enough power to run 35 cents.
 

DoyleChris
Member
 
Posts: 176
Joined: Sat Jul 25, 2015 19:54
In-game: DoyleChris

Re: [Mod] Technic [0.4.11] [technic]

by DoyleChris » Tue Oct 13, 2015 22:08

I had the same trouble trying to get the Cent. (Centifuge). Trying to get the proper exit side to make it work. The exit and enter is the same side.
In the picture you can see below i have my Cents setup, The cents are setup with me facing to the South and the tubes are on the right side of the Cents or to the West.
upon Testing that is the way i got them to exit.

Help.jpg
Help.jpg (353.08 KiB) Viewed 7857 times
 

Dartmouth
Member
 
Posts: 121
Joined: Sat Dec 06, 2014 14:39
IRC: pilino1234

Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Wed Oct 14, 2015 07:20

Ok, I'll give that a shot once I get there, just started my first technic survival round.
Having a bit of a problem getting started with the machines though, as I can't build any power supplies without grinding or alloying... The LV fuel-fired generator needs a machine casing, which needs a brass ingot, which is made by alloying zinc and copper (iirc), so I can't do it. The LV solar panel (not the arrayed one) also needs me to alloy two things to make the doped silicon wafer. Any ideas?
 

Ivà
Member
 
Posts: 115
Joined: Sun Feb 22, 2015 07:11
GitHub: melzua
IRC: melzua
In-game: melzua

Re: [Mod] Technic [0.4.11] [technic]

by Ivà » Wed Oct 14, 2015 08:09

Dartmouth wrote:Ok, I'll give that a shot once I get there, just started my first technic survival round.
Having a bit of a problem getting started with the machines though, as I can't build any power supplies without grinding or alloying... The LV fuel-fired generator needs a machine casing, which needs a brass ingot, which is made by alloying zinc and copper (iirc), so I can't do it. The LV solar panel (not the arrayed one) also needs me to alloy two things to make the doped silicon wafer. Any ideas?


Yes, there is a fueled alloy machine (I don't remember the exact name now). It's in the mod documentation.
 

Dartmouth
Member
 
Posts: 121
Joined: Sat Dec 06, 2014 14:39
IRC: pilino1234

Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Wed Oct 14, 2015 08:39

Hmm, I've never seen it, but I checked the documentation last night, although I could have missed it. I'll have a look.

Edit: Yup, it's the Fuel-fired alloy furnace. Thanks! :)
 

Jesseman1
Member
 
Posts: 49
Joined: Fri Dec 12, 2014 21:32
In-game: Jesseman1 or Plant_Operator

Re: [Mod] Technic [0.4.11] [technic]

by Jesseman1 » Wed Oct 14, 2015 19:47

DoyleChris wrote:I had the same trouble trying to get the Cent. (Centifuge). Trying to get the proper exit side to make it work. The exit and enter is the same side.
In the picture you can see below i have my Cents setup, The cents are setup with me facing to the South and the tubes are on the right side of the Cents or to the West.
upon Testing that is the way i got them to exit.

Help.jpg

Thanks, I'll try that.
 

Jesseman1
Member
 
Posts: 49
Joined: Fri Dec 12, 2014 21:32
In-game: Jesseman1 or Plant_Operator

Re: [Mod] Technic [0.4.11] [technic]

by Jesseman1 » Wed Oct 14, 2015 20:50

Nope, now the output just lands on the ground...

How do you find north?
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Technic [0.4.11] [technic]

by Don » Wed Oct 14, 2015 22:27

Press f5 and look at the top left corner
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

Jesseman1
Member
 
Posts: 49
Joined: Fri Dec 12, 2014 21:32
In-game: Jesseman1 or Plant_Operator

Re: [Mod] Technic [0.4.11] [technic]

by Jesseman1 » Fri Oct 16, 2015 00:14

DoyleChris wrote:I had the same trouble trying to get the Cent. (Centifuge). Trying to get the proper exit side to make it work. The exit and enter is the same side.
In the picture you can see below i have my Cents setup, The cents are setup with me facing to the South and the tubes are on the right side of the Cents or to the West.
upon Testing that is the way i got them to exit.

Help.jpg

I had to completely rebuild the system, but now it's working! Thank you so much!
 

Jesseman1
Member
 
Posts: 49
Joined: Fri Dec 12, 2014 21:32
In-game: Jesseman1 or Plant_Operator

Re: [Mod] Technic [0.4.11] [technic]

by Jesseman1 » Fri Oct 16, 2015 00:14

Don wrote:Press f5 and look at the top left corner

Thanks!
 

User avatar
GFX_Garage
Member
 
Posts: 27
Joined: Thu May 14, 2015 15:12
GitHub: GraphicsGarage
In-game: GFX

Re: [Mod] Technic [0.4.11] [technic]

by GFX_Garage » Mon Oct 19, 2015 12:47

I'm doing a video series on Technic mod and I can't find info on the lv extractor. Could someone give me a quick heads up on what it is used for?
"Well it is an ambiguous enterprise, and fraught with contradiction, but forward, ever forward" ~ Terence McKenna

https://www.youtube.com/user/GraphicsGarage/featured

http://torywright.deviantart.com/
 

Dartmouth
Member
 
Posts: 121
Joined: Sat Dec 06, 2014 14:39
IRC: pilino1234

Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Mon Oct 19, 2015 13:32

It's used for extracting raw latex from rubber tree grindings.
Steps:
1. Cut rubber tree wood
2. Grind it, each block of wood yields 4 grindings
3. Put grindings in extractor to yield 1 raw latex per 4 grindings
 

User avatar
maikerumine
Member
 
Posts: 946
Joined: Mon Aug 04, 2014 14:27
GitHub: maikerumine
In-game: maikerumine

Re: [Mod] Technic [0.4.11] [technic]

by maikerumine » Mon Oct 19, 2015 15:20

GFX_Garage wrote:I'm doing a video series on Technic mod and I can't find info on the lv extractor. Could someone give me a quick heads up on what it is used for?


There quite a few recipies aswell...
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local S = technic.getter

technic.register_recipe_type("grinding", S("Grinding"))

function technic.register_grinder_recipe(data)
   data.time = data.time or 3
   technic.register_recipe("grinding", data)
end

local recipes = {
   -- Dusts
   {"default:coal_lump",       "technic:coal_dust 2"},
   {"default:copper_lump",     "technic:copper_dust 2"},
   {"default:desert_stone",    "default:desert_sand"},
   {"default:gold_lump",       "technic:gold_dust 2"},
   {"default:iron_lump",       "technic:wrought_iron_dust 2"},
   {"technic:chromium_lump",   "technic:chromium_dust 2"},
   {"technic:zinc_lump",       "technic:zinc_dust 2"},
   
   -- Other
   {"default:cobble",          "default:gravel"},
   {"default:gravel",          "default:dirt"},
   {"default:stone",           "default:sand"},
}

if minetest.get_modpath("moreores") then
   table.insert(recipes, {"moreores:mithril_lump",   "technic:mithril_dust 2"})
   table.insert(recipes, {"moreores:silver_lump",    "technic:silver_dust 2"})
   table.insert(recipes, {"moreores:tin_lump",       "technic:tin_dust 2"})
end

if minetest.get_modpath("gloopores") or minetest.get_modpath("glooptest") then
   table.insert(recipes, {"gloopores:alatro_lump",   "technic:alatro_dust 2"})
   table.insert(recipes, {"gloopores:kalite_lump",   "technic:kalite_dust 2"})
   table.insert(recipes, {"gloopores:arol_lump",     "technic:arol_dust 2"})
   table.insert(recipes, {"gloopores:talinite_lump", "technic:talinite_dust 2"})
   table.insert(recipes, {"gloopores:akalin_lump",   "technic:akalin_dust 2"})
end

if minetest.get_modpath("homedecor") then
   table.insert(recipes, {"home_decor:brass_ingot", "technic:brass_dust 1"})
end

for _, data in pairs(recipes) do
   technic.register_grinder_recipe({input = {data[1]}, output = data[2]})
end

local function register_dust(name, ingot)
   local lname = string.lower(name)
   lname = string.gsub(lname, ' ', '_')
   minetest.register_craftitem("technic:"..lname.."_dust", {
      description = S("%s Dust"):format(S(name)),
      inventory_image = "technic_"..lname.."_dust.png",
      on_place_on_ground = minetest.craftitem_place_item,
   })
   if ingot then
      minetest.register_craft({
         type = "cooking",
         recipe = "technic:"..lname.."_dust",
         output = ingot,
      })
      technic.register_grinder_recipe({ input = {ingot}, output = "technic:"..lname.."_dust 1" })
   end
end

-- Sorted alphibeticaly
register_dust("Brass",           "technic:brass_ingot")
register_dust("Bronze",          "default:bronze_ingot")
register_dust("Carbon Steel",    "technic:carbon_steel_ingot")
register_dust("Cast Iron",       "technic:cast_iron_ingot")
register_dust("Chromium",        "technic:chromium_ingot")
register_dust("Coal",            nil)
register_dust("Copper",          "default:copper_ingot")
register_dust("Gold",            "default:gold_ingot")
register_dust("Mithril",         "moreores:mithril_ingot")
register_dust("Silver",          "moreores:silver_ingot")
register_dust("Stainless Steel", "technic:stainless_steel_ingot")
register_dust("Tin",             "moreores:tin_ingot")
register_dust("Wrought Iron",    "technic:wrought_iron_ingot")
register_dust("Zinc",            "technic:zinc_ingot")
if minetest.get_modpath("gloopores") or minetest.get_modpath("glooptest") then
   register_dust("Akalin",          "glooptest:akalin_ingot")
   register_dust("Alatro",          "glooptest:alatro_ingot")
   register_dust("Arol",            "glooptest:arol_ingot")
   register_dust("Kalite",          nil)
   register_dust("Talinite",        "glooptest:talinite_ingot")
end

minetest.register_craft({
   type = "fuel",
   recipe = "technic:coal_dust",
   burntime = 50,
})

 

User avatar
swordpaint12
Member
 
Posts: 187
Joined: Sat Aug 22, 2015 00:50
In-game: [swordpaint12][Belching_Balladeer]

Re: [Mod] Technic [0.4.11] [technic]

by swordpaint12 » Sun Oct 25, 2015 02:49

*continuing network discussion from pp#45*

I tried putting the switching station on top and a variety of ways of the generator branching out, and I still don't have a network. Why won't it have a network? How exactly do I set one? It's not making sense and till I figure this out I can't really do anything with the mod except melt down networkless nukes. :-(
Winter Cumicles
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.
Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

Dartmouth
Member
 
Posts: 121
Joined: Sat Dec 06, 2014 14:39
IRC: pilino1234

Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Sun Oct 25, 2015 08:32

Can you post a screenshot of your setup so we can see it?
 

User avatar
swordpaint12
Member
 
Posts: 187
Joined: Sat Aug 22, 2015 00:50
In-game: [swordpaint12][Belching_Balladeer]

Re: [Mod] Technic [0.4.11] [technic]

by swordpaint12 » Sun Oct 25, 2015 18:01

I don't have an image sharing site. But I'll try to explain... as soon as I get back to playing that world. :-S
Winter Cumicles
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.
Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

Dartmouth
Member
 
Posts: 121
Joined: Sat Dec 06, 2014 14:39
IRC: pilino1234

Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Sun Oct 25, 2015 19:27

I think you can upload images as attachments to your forum posts on here :)
 

ShadowAce
Member
 
Posts: 18
Joined: Tue Sep 22, 2015 00:30

Re: [Mod] Technic [0.4.11] [technic]

by ShadowAce » Tue Oct 27, 2015 13:18

I have a question about the technic mod--is there a distance limit on the HV cables?

I ran a quarry machine down to the full depth, and then I decided to move it down to the bottom of that pit (and I ran HV cable all the way down, plus the tubes, and connected it all up, but the quarry machine did not see the network--no power available.
 

Dartmouth
Member
 
Posts: 121
Joined: Sat Dec 06, 2014 14:39
IRC: pilino1234

Re: [Mod] Technic [0.4.11] [technic]

by Dartmouth » Tue Oct 27, 2015 14:49

No, they don't have a limit by themselves, minetest unloads the areas of the map that are too far away, so parts of your power network are unloaded.
You need to place the world anchor nodes that technic supplies in order to force areas to stay loaded in memory. It isn't craftable, you need to use "/giveme technic:admin_anchor 99" (without the quotes) to get 99 of them. Place them in areas that you want to stay loaded and enter the radius of the area around the anchor that it should keep loaded and press the button that says "Disabled" to change the status to "enabled"…
Just remember that the button shows the current status ;)
 

ShadowAce
Member
 
Posts: 18
Joined: Tue Sep 22, 2015 00:30

Re: [Mod] Technic [0.4.11] [technic]

by ShadowAce » Wed Oct 28, 2015 01:25

Ahh--thanks! I appreciate that!
 

User avatar
Alienant1
Member
 
Posts: 69
Joined: Mon Jul 20, 2015 10:33
In-game: alienant1 or alienant2

Re: [Mod] Technic [0.4.11] [technic]

by Alienant1 » Wed Oct 28, 2015 11:51

I think I am having trouble with the technic mapgen mod or biome_lib because I have flown and teleported all over my world and there is no desert stone! is this a common thing?
Merry Christmas Everyone!!!
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: Bing [Bot] and 22 guests

cron